You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duellists and pirates typically belong to this talent. <br> ___ ### 3rd Level <br> ##### Fancy Footwork When you choose this talent at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make [[Making an Attack#Opportunity Attacks|opportunity attacks]] against you for the rest of your turn. <br><br> ##### Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your [[Order of Combat#Initiative 🛠|initiative]] rolls equal to your Charisma modifier. Additionally, when making a [[Making an Attack#Melee Attacks|melee attack]] against a target, you may use your [[Rogue#Sneak Attack|Sneak Attack]] as long as there are no other creatures within 5 feet of you. <br> ___ ### 9th Level <br> ##### Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a [[Abilities & Skills#Persuasion|Persuasion]] check contested by a creature’s [[Abilities & Skills#Passive Checks|passive]] (Wisdom) [[Abilities & Skills#Insight|Insight]] check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls against targets other than you and can’t make [[Making an Attack#Opportunity Attacks|opportunity attacks]] against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is [[Conditions#Charmed|charmed]] by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. <br> ___ ### 13th Level <br> ##### Elegant Maneuver Starting at 13th level, you can use a bonus action on your turn to add your Charisma modifier (minimum 1) to the next Dexterity or Strength check you make during the same turn. <br> ___ ### 17th Level <br> ##### Master Duellist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. Once you do so, you can’t use this feature again until you finish a [[Survival Needs#Rest|rest]].